







Intro






I started out with slither, having great defensive capabilities, and can pivot out.






I added garg to abuse slither's WoW, and setup curses, and the two made a decent defensive core.






I added hatt as a second wincon, as well as deflecting hazards and status at the opponent.






Ghold gave us a speed control option, and can help cripple walls with trick.






Mandatory.






slowking gave us a solid pivot that can help sponge special attacks, especially from valiant and walking wake
The Team

Slither Wing @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Will-O-Wisp
- Morning Sun
- Low Kick
Slither works really well. It's defensive capabilities are amazing, it's bulk isn't anything too notable, but it's typing is deceptively good, walling a large portion of the tier's physical attackers. U turn WoW and morning sun are self-explanatory, and I ran low kick because it hits a lot of the things we want to check hard, garg and gambit in particular.
Cheeky Bax calcs:
252+ Atk Choice Band Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Slither Wing: 292-345 (78 - 92.2%) -- guaranteed 2HKO
0 Atk Slither Wing Low Kick (120 BP) vs. 0 HP / 0 Def Baxcalibur: 360-426 (97 - 114.8%) -- 81.3% chance to OHKO- guaranteed after hazards, glaive rush effect ect...
non acro
and
helps Vs
and
with burns

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Salt Cure
- Recover
- Earthquake
Garg is a great wincon, and helps to chip with salt cure along with slither's burns. It can use the burns to setup curses, and then cook with salt cure + EQ, which hit surprisingly hard together. Other than that, it's a great status absorber and wall, even better after cursing, and tera water let's it beat even more Mons, including
. Tera water over fairy since we can already check meow with slither. I decided it was best to run max SpDef because I'd be quite tanky physically between

Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Stored Power
- Draining Kiss
Our second burn abuser. This thing is great at setting up on garg's face with subs, and destroys the hopes and dreams of hazeless stalls, as stored power COOKS. Other than that, hatt does normal hatt things, keeps hazards off the field, deflects annoying status, and everything else. It acts a nice sponge, and helps against Bax, who's annoying otherwise.

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Focus Blast
- Trick
Ghold is here as speed control with a very spamable s-ball, but is probably the first Mon I'd replace. Trick helps our wincons setup Vs crippled walls ( especially Vs haze Mons with hatt). Tera fighting is to boost focus blast's base power and resist sucker form
, which is a plus. Even with no investment, it's great at switching into a variety of attacks, and can catch valiant and pult by surprise.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water / Fire
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock
Tusk is very good at adding and removing hazards. I decided to make this thing a bit more offensive, as the team is quite passive. 4 speed means you'll win tusk Vs tusk MUs, even is you tera. The tera also means you resist any steel or ice attacks, while not being weak to tusk. It also improves your MU Vs popular fire types like
and
. Tera fire means you can't be burned and you can beat the moths while still keeping your resists to ice and steel, but you're then weak to opposing tusks, which can be a problem.

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Surf
- Thunder Wave
Our last member, it's great at supporting the team with slow pivoting, and future sight support always helps. I decided to ditch slack off for thunder wave, since you won't be staying on the field for long anyways. The one thing I'll say is to be careful to not mix chilly reception with
's morning sun, as it recovers less in the snow. Slowking is great at eating a variety of different special moves, then pivoting out to heal the damage, and getting a free switch into something else. King especially helps with sun and
, who are a pain to deal with.
Threats



Slither Wing @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Will-O-Wisp
- Morning Sun
- Low Kick
Slither works really well. It's defensive capabilities are amazing, it's bulk isn't anything too notable, but it's typing is deceptively good, walling a large portion of the tier's physical attackers. U turn WoW and morning sun are self-explanatory, and I ran low kick because it hits a lot of the things we want to check hard, garg and gambit in particular.
Cheeky Bax calcs:
252+ Atk Choice Band Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Slither Wing: 292-345 (78 - 92.2%) -- guaranteed 2HKO
0 Atk Slither Wing Low Kick (120 BP) vs. 0 HP / 0 Def Baxcalibur: 360-426 (97 - 114.8%) -- 81.3% chance to OHKO- guaranteed after hazards, glaive rush effect ect...









Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Salt Cure
- Recover
- Earthquake
Garg is a great wincon, and helps to chip with salt cure along with slither's burns. It can use the burns to setup curses, and then cook with salt cure + EQ, which hit surprisingly hard together. Other than that, it's a great status absorber and wall, even better after cursing, and tera water let's it beat even more Mons, including




Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Stored Power
- Draining Kiss
Our second burn abuser. This thing is great at setting up on garg's face with subs, and destroys the hopes and dreams of hazeless stalls, as stored power COOKS. Other than that, hatt does normal hatt things, keeps hazards off the field, deflects annoying status, and everything else. It acts a nice sponge, and helps against Bax, who's annoying otherwise.



Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Focus Blast
- Trick
Ghold is here as speed control with a very spamable s-ball, but is probably the first Mon I'd replace. Trick helps our wincons setup Vs crippled walls ( especially Vs haze Mons with hatt). Tera fighting is to boost focus blast's base power and resist sucker form




Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water / Fire
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock
Tusk is very good at adding and removing hazards. I decided to make this thing a bit more offensive, as the team is quite passive. 4 speed means you'll win tusk Vs tusk MUs, even is you tera. The tera also means you resist any steel or ice attacks, while not being weak to tusk. It also improves your MU Vs popular fire types like





Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Surf
- Thunder Wave
Our last member, it's great at supporting the team with slow pivoting, and future sight support always helps. I decided to ditch slack off for thunder wave, since you won't be staying on the field for long anyways. The one thing I'll say is to be careful to not mix chilly reception with


Threats


Valiant's moonblasts hit too hard after a tera fairy, and a smart player will keep them alive at all costs. You'll have to play carefully around this guy, but baiting out a tera on another Mon or just luring and killing it with


this thing is really scary to face, you're best bet is to trick it with



pretty much all sets hurt, but especially belly drum. The best way to beat it is to play really aggressively, and don't let it belly drum. Tera water

Replays
I've actually recorded some this time.
YOU THOUGHT I'D ACTUALLY REMEMBERED TO RECORD SOME LMAO I've only got 3 :)
https://replay.pokemonshowdown.com/gen9ou-1858034374 --- Vs
+
balance
https://replay.pokemonshowdown.com/gen9ou-1857355028 ----- Vs
+ BU 
https://replay.pokemonshowdown.com/gen9ou-1857357135-7h0p7qgwez8ffsd01f344srl04r4rvypw
Vs
+ 
https://replay.pokemonshowdown.com/gen9ou-1858034374 --- Vs


https://replay.pokemonshowdown.com/gen9ou-1857355028 ----- Vs


https://replay.pokemonshowdown.com/gen9ou-1857357135-7h0p7qgwez8ffsd01f344srl04r4rvypw
Vs


Conclusion
Honestly, this team is far from good ( please help) but I mainly wanted to showcase slither wing. It's great in the current meta, and don't be surprised is you see it in more of my future threads. I'd still appreciate any help, so as always until the end of time, thanks in advance!
Edit: forgot the paste lmao https://pokepast.es/497a5e00958c6a5a
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